The mesh path is --- data\meshes\clutter\common, candlelantern01 and candlelanternwithcandle01 The texture path is ---- textures\clutter\common\LampGeneric01.dds
Can this mod be made compatible with a mod that adds HDT physics to the Chesko Lanterns? It is called HDT Equipment (http://www.nexusmods.com/skyrim/mods/57408/?) and it also replaces some of the same meshes.
We're glad you shared them too! Thanks for your hard work on these and maybe we'll see more modifications down the road: compatibility for other mods/lanterns, installers so others can get these in-game easier, etc.
I am not sure if it's just me but the lantern with the 3rd mesh/texture is REALLY bright in my game compared to others. Maybe it's a setting in the mesh that doesn't like something else in my game? I have disabled any direct lighting mods so unless it's from the Unofficial Skyrim patch, I don't know what's the cause. Any thoughts?
SrRamrod, thanks for the quick fix on lantern #3. It's working very nice in-game now and sadly, I am going to have to limit myself to just 2 of these to use. Something happened with lantern #2 and the individual 3-piece section at the top now has the really bright effect that #3 previously had. Sorry if I am seeming like I am nitpicking, but it does stand out.
Have you thought about copying what ninnush did below and releasing them as individual replacers so others can get them in-game easier? Obviously you'd have to rename/move some files and it's a little work on your part. You'd basically be splitting up the meshes/textures into separate packs and they'd self-install assuming they were named correctly and put in the right folder.
I'd understand if you don't want to bother with that process and if not, might I suggest something? Post the steps for making them into a replacer on the front page and/or as a sticky in the boards here so we can help others get them ingame.
@ Thrawnusa I am working on these wonderful lanterns since I want to use them on my mod Tel Nalta II, lantern nr2 is indeed bright on the top but you can simply fix that by editing the texture _Art02.dds and darkening the top part. The way I do it is with the program PAINT.net (free download) and then making the top part 5% less bright, then I do this again but now I select a bit less of that top part, again I make this 5% darker. Basically you keep repeating that process and the higher you get to the top the more darker it gets, and using 5% each time makes it look like it gets darker gradually.
check out this tutorial pic: http://www.nexusmods.com/skyrim/Images/521159/?
and these are the 3 lamps I have edited myself so far: http://static-5.nexusmods.com/15/images/110/31005-1429345859.jpg Used MAX3DS, Nifskope and PAINT.net, changed a lot of stuff on them...
@Ac3s Thanks very much for helping with this part. I really liked lantern #2 and in the new version, it's brighter at the top than the previous version. Your tips helped show me how to make it more to my liking (less bright at the top).
I use GIMP and for anyone wondering, I used the "Tools > Selection Tools > Free Select" option to highlight the top part of the lantern. I then chose the "Colors > Brightness/Contrast" setting and reduced it to my liking.
Really nice lamps, though there is something that I noticed: -all lamps seem to have a significant reflection/brightness on one side, if you turn around them 360° you will notice that not each side is reflecting the same.
so here are my findings so far: -I don't understand what up with the lantern _SrStainedGlass_Art07, its super bright and changing settings in nifskope did not help at all, so then I edited the texture _SrArt07.dds and made it super dark, somehow that fixed the issue in-game for me, so my guess is that the problem lies with the texture itself. -I also used Nifskope to open the .nif files and changed the "environment map scale" in the "BSLightningShaderProperty" (Lantern_Glass) from 0.5 to 0.15 to stop the lamps from going super bright if you look at them from one side, 0.5 imo is way too much since it reflects/intensifies light insanely. This of course makes the glass for the lamps a bit darker, so to offset that effect you need to edit each glass texture and make it a bit brighter.
With these small changes the lamps feel much better to me, so hopefully the author finds this info helpful and maybe he can use it.
I would really love to see a replacer mod made from these for all the lanterns in Skyrim. Those pics of them in the towns that Ninnush posted look awesome.
Sorry for my terrible english, i'll do my best. Choose one type of lantern you want to use from data\meshes\clutter\StainedGlass-2.0a\Amimated_Candle /you can use nifskope to see how they look/ and put it in your game folder - Data\meshes\clutter\common, then rename it to candlelanternwithcandle01. Then copy the whole folder with textures - folder StainedGlass-2.0a from data\textures\clutter and put it in your game folder – in data\textures\clutter, so when you decide to change the type of lantern, you just have to replace the mesh. Unfortunately in this way we can use only one type of lanterns. I hope that someone will do a mod which will include all these wonderful lanterns - a different lantern for each city maybe. For the non lighted lanterns, i took a mesh from data\meshes\clutter\StainedGlass-2.0a, and put it in the Data\meshes\clutter\common and renamed it to candlelantern01, but still do not know if it works.
I can verify that if you're willing to do this, these steps work as a replacer with no .esp file needed.
The easiest way to get the lantern you want is to look at the artwork number file with a .dds viewing program. These are the numbered files in the textures folder numbered from 1 to 10. The artwork number determines the mesh number you will also need.
After testing, I am going to suggest leaving "candlelantern01" alone for now. You can use it but depending on the mesh you use, you'll have 1 of 2 issues: a) It has a flame, can be picked up but not moved around after dropping it, or b) it has no flame and can't be picked up.
Let me know if you need further help. If you're using Mod Organizer or something similar that you can rename files with, I would also suggest copying the whole mesh folder as well. That way you can hide all the meshes except the one(s) you like and if you want to change it, they're already installed. You'd just have to rename the mesh files.
46 comments
The texture path is ---- textures\clutter\common\LampGeneric01.dds
SMIM Patch ---http://www.nexusmods.com/skyrim/mods/65694/?
HDT Equipment Patch ---http://www.nexusmods.com/skyrim/mods/65668/?
HDT Equipment With SMIM Patch ---http://www.nexusmods.com/skyrim/mods/65781/?
Please Endorse If You Like Them.....
Looking Into Lanterns and Candles by Mentilreq
HDT equipment
SMIM
I got my Art01 to work, but no base choice only Black Iron
<Stained Glass Lanterns To Wearable Lanterns>
I`m glade I decided to share them......
I am not sure if it's just me but the lantern with the 3rd mesh/texture is REALLY bright in my game compared to others. Maybe it's a setting in the mesh that doesn't like something else in my game? I have disabled any direct lighting mods so unless it's from the Unofficial Skyrim patch, I don't know what's the cause. Any thoughts?
fixed upside down textures on 01,02 and 09
Have you thought about copying what ninnush did below and releasing them as individual replacers so others can get them in-game easier? Obviously you'd have to rename/move some files and it's a little work on your part. You'd basically be splitting up the meshes/textures into separate packs and they'd self-install assuming they were named correctly and put in the right folder.
I'd understand if you don't want to bother with that process and if not, might I suggest something? Post the steps for making them into a replacer on the front page and/or as a sticky in the boards here so we can help others get them ingame.
Regardless, thanks again for your hard work!
I am working on these wonderful lanterns since I want to use them on my mod Tel Nalta II, lantern nr2 is indeed bright on the top but you can simply fix that by editing the texture _Art02.dds and darkening the top part.
The way I do it is with the program PAINT.net (free download) and then making the top part 5% less bright, then I do this again but now I select a bit less of that top part, again I make this 5% darker.
Basically you keep repeating that process and the higher you get to the top the more darker it gets, and using 5% each time makes it look like it gets darker gradually.
check out this tutorial pic:
http://www.nexusmods.com/skyrim/Images/521159/?
and these are the 3 lamps I have edited myself so far:
http://static-5.nexusmods.com/15/images/110/31005-1429345859.jpg
Used MAX3DS, Nifskope and PAINT.net, changed a lot of stuff on them...
I use GIMP and for anyone wondering, I used the "Tools > Selection Tools > Free Select" option to highlight the top part of the lantern. I then chose the "Colors > Brightness/Contrast" setting and reduced it to my liking.
-all lamps seem to have a significant reflection/brightness on one side, if you turn around them 360° you will notice that not each side is reflecting the same.
(tested without ENB.)
-I don't understand what up with the lantern _SrStainedGlass_Art07, its super bright and changing settings in nifskope did not help at all, so then I edited the texture _SrArt07.dds and made it super dark, somehow that fixed the issue in-game for me, so my guess is that the problem lies with the texture itself.
-I also used Nifskope to open the .nif files and changed the "environment map scale" in the "BSLightningShaderProperty" (Lantern_Glass) from 0.5 to 0.15 to stop the lamps from going super bright if you look at them from one side, 0.5 imo is way too much since it reflects/intensifies light insanely.
This of course makes the glass for the lamps a bit darker, so to offset that effect you need to edit each glass texture and make it a bit brighter.
With these small changes the lamps feel much better to me, so hopefully the author finds this info helpful and maybe he can use it.
Thank-you for the advise, Ill try what you did and see if it works for me .....
For the non lighted lanterns, i took a mesh from data\meshes\clutter\StainedGlass-2.0a, and put it in the Data\meshes\clutter\common and renamed it to candlelantern01, but still do not know if it works.
The easiest way to get the lantern you want is to look at the artwork number file with a .dds viewing program. These are the numbered files in the textures folder numbered from 1 to 10. The artwork number determines the mesh number you will also need.
After testing, I am going to suggest leaving "candlelantern01" alone for now. You can use it but depending on the mesh you use, you'll have 1 of 2 issues: a) It has a flame, can be picked up but not moved around after dropping it, or b) it has no flame and can't be picked up.
Post edited 4/9/2015 for fixed clarification.